UE2:ProceduralSound (UT2004): Difference between revisions

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ProcSound in SoundGroup yes, vice versa no
 
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Wrapper for other {{cl|Sound}}s to randomize playback pitch within certain limits. Unlike the properties suggest, volume modification doesn't seem to be applied. Pitch modification is calculated as percentage of original pitch, similar to the following expression:
gam ---
 
1.0 + (PitchModification / 100.0) + ({{tl|FRand||Object static native functions}}() * PitchVariance / 100.0)
 
Note that wrapping a {{cl|SoundGroup}} in a ProceduralSound doesn't seem to work. If you want to randomize the pitch of sounds in a SoundGroup, you will have to create ProceduralSounds for all sounds in the group and list these in the {{tl|Sounds|SoundGroup}} array.


==Properties==
==Properties==
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'''Type:''' {{cl|Sound}}
'''Type:''' {{cl|Sound}}


<!-- enter variable description -->
The sound to modify.


====PitchModification====
====PitchModification====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Base pitch modification in percent of original pitch. Typically this value is a negative whole number with half the absolute value of {{tl|PitchVariance}} if the modified pitch should be spread around the original pitch, e.g. -5.


====PitchVariance====
====PitchVariance====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Pitch randomization in percent of original pitch. Typically this value is a positive whole number with twice the absolute value of {{tl|PitchModification}} if the modified pitch should be spread around the original pitch, e.g. 10.


====VolumeModification====
====VolumeModification====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
''Unused?''


====VolumeVariance====
====VolumeVariance====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
''Unused?''


===Internal variables===
===Internal variables===
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'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


<!-- enter variable description -->
Currently used pitch modification.


====RenderedVolumeModification====
====RenderedVolumeModification====
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'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


<!-- enter variable description -->
''Unused?''

Latest revision as of 13:31, 24 December 2013

UT2004 Object >> Sound >> ProceduralSound
Package:
Engine
This class in other games:

Wrapper for other Sounds to randomize playback pitch within certain limits. Unlike the properties suggest, volume modification doesn't seem to be applied. Pitch modification is calculated as percentage of original pitch, similar to the following expression:

1.0 + (PitchModification / 100.0) + (FRand() * PitchVariance / 100.0)

Note that wrapping a SoundGroup in a ProceduralSound doesn't seem to work. If you want to randomize the pitch of sounds in a SoundGroup, you will have to create ProceduralSounds for all sounds in the group and list these in the SoundGroup.Sounds array.

Properties

Property group 'Sound'

BaseSound

Type: Sound

The sound to modify.

PitchModification

Type: float

Base pitch modification in percent of original pitch. Typically this value is a negative whole number with half the absolute value of PitchVariance if the modified pitch should be spread around the original pitch, e.g. -5.

PitchVariance

Type: float

Pitch randomization in percent of original pitch. Typically this value is a positive whole number with twice the absolute value of PitchModification if the modified pitch should be spread around the original pitch, e.g. 10.

VolumeModification

Type: float

Unused?

VolumeVariance

Type: float

Unused?

Internal variables

RenderedPitchModification

Type: float

Modifiers: transient

Currently used pitch modification.

RenderedVolumeModification

Type: float

Modifiers: transient

Unused?